It's not that I don't like long cutscenes. I just don't like long cutscenes where it's only shot-reverse-shot of characters talking. It's almost always exposition. It's pretty much impossible to show emotive character animation. And I also have to read through the dialogue in the speed set by the cutscene.

It's also the fact that many cutscenes will linger for long stretches of time on scenes that will make my computer just chug.

And regarding 30 minute cutscenes... wow... I have no idea what to say to that

I started a revisit of your campaign and have recorded missions 1-9 in the span of a few short days. I started this revisit to re-learn the flow of your maps and the abilities of the heroes. So far, everything has gone smoothly except for missions 5 and 6 where I forgot to record the game audio. I decided not to rerecord since I did quite well in both missions.

So far, Mission 5: Departure is still my favorite mission. There's not a lot of downtime so things don't get really boring but at the same time, there's just enough down time that I can catch my breath. The slow ramp up in difficulty felt just right for its place in the story while still providing a lot of challenge. There's still no reason to take the expansion, though. I don't know if it's different on brutal but I never feel like I don't have enough units to deal with any threats - I always have enough of an economy to defend my based and the APC.

Mission 8: The Wandering Shadow has become my least favorite mission. I don't know if my mindset while playing video games simply changed but all the waiting around, the punishment for making mistakes, the reloading of saves - it just seemed to frustrate me more and more. It doesn't help that there are a number of unskippable cutscenes in this mission.

I'm also pleased to say that I'm performing much better at the Zerg missions now. I'm not sure if you recall but I had a terrible time playing through the Zerg missions when I first played. I have since gotten better at playing starcraft in general and it seems to alleviate a lot of my troubles playing through those two zerg missions. I'm unsure about how much better I'll fare with mission 12 and 13, though.

Once I get to and finish recording mission 15, I'll jump into the new missions. From what I remember, every new mission as at least five minutes of dialogue cutscenes. I'm unsure of how well I'll respond to that during a recording but I'll deal with that when I get to it.

I've finally been able to play this campaign after a nearly year off from playing StarCraft 2. I've yet to play past mission 5 of the Protoss campaign but so far I'm having lots of fun.

Not sure if you ever plan on fixing the balance issues in the Protoss campaign since it's already been so long but there are a number of things that became broken due to your incorporation of the multiplayer dependency

The current multiplayer version of chronoboost requires energy and your campaign Nexi start with enough energy for one chronoboost but will not regenerate it.

Widow Mines are visible after they fire a shot even when they're burrowed. There is now no real need to build observers in mission 3 before the objective starts cloaking.

Stalkers attacks are 15(+6 vs armored) now. They're basically Dragoons now but faster and with Blink. Also, they do not have the shield-recharge ability from the campaign

Disruptor Purification Novas will detonate on contact with an enemy unit. Corelius is a melee unit and will instantly take 145 damage if he auto attacks into a Disruptor

There is research in the Dark Shrine that gives your Shadow-Fury Dark Templar the ability Blink.

Siege Tanks will one-shot Probes and two-shot High Templar and Sentries. These units used to be able to take two and three shots respectively.

From what I understand, most of what I speak of here is not really a problem aside from the Chrono-boost. I actually kinda like some of the other differences caused by the updates to the multiplayer dependency like Ravens being support units or Tanks dealing more damage. It's just that some of it just feels like it's too different from the experience you crafted when you first released your campaign. It feels almost wrong in a way to be playing it the way I am right now.

Do heroes units not automatically have hotkeys when you tag them as heroic? And can you force hero units to have a different hotkey from the player-specified hotkeys?

I have all my heroes bound to CTRL+(1,2,3,4...), F3 bound to Warp Gate, F4 to cycle bases. I don't use those hotkeys often enough that it'd really be a huge problem but I don't like the thought of a map overriding my hotkey setup

Also, control groups are a very easy solution to that hotkey problem

(side note, I don't think this has been fixed yet - if fixable at all - but your custom music still plays even though I had the music muted.)

I'm watching this and am impressed by the attention to detail being put into the terraining, but at the same time, I can't help but wonder how it would run on low-end computers. I could barely get a stable 30 fps on many Annihilation missions on low graphics and my computer has notably better specs than the minimum requirements. I can only imagine how much worse it'd be for people who do have minimum requirement computers.

Request: Replace the APC Load/Unload with the Load/Unload of a Command Center or Planetary Fortress.

If you accidentally click a unit into the APC while its building an SCV or something, the only way to unload the unit is to either wait for the unit to finish building and click unload-all on a patch of ground (or click unload-all on the APC itself which most people don't actually know is a thing you can do)

By changing the abilities to that of a CC or PF, the only units that can be loaded into the APC are SCVs and simply pressing the unload ability hotkey will automatically unload the SCVs towards the rally point

Bane Blade immediately tried to attack me during the cutscene you added. I ended up getting stuck behind the door and had to blink to the other side to be able to fight it.

Minor complaint, the little helper Sentry doesn't seem to want to use its attack ability half the time. It seems to always try to move towards the Adept even after I activate its ability. Maybe make it an uncancelable channeled ability like Snipe or Yamato Cannon?

Edit:

Also, how do I beat the boss for mission 01? Like, it has an undodgable attack that will instantly kill you. How do I deal with that?

Congrats on the 10k. It feels great knowing one of my favorite youtube content creators has hit a milestone in their channel. You're doing people a service by showcasing these custom content. To be honest, I'd have never have realized my love for SC2 without your videos. I didn't have the stable internet connection to play melee and the campaigns could only hold my interest for so long. But then I found out about Mass Recall and wouldn't you know it, there's a guy who played through everything basically blind. I found out about the modding scene from you and if I didn't, I probably wouldn't have gotten as into SC2 as much as I have, if at all.